I had 2 ideas. The first didn't look like it could be implemented with CS although I could be wrong. I wanted to have a sphere collider extend to some point around any given mesh. When my 'hero' mesh isect'd with that sphere collider we would have aggro. But in CS the sphere collider will actually cause complete collision.

I had 2 ideas. The first didn't look like it could be implemented with CS although I could be wrong. I wanted to have a sphere collider extend to some point around any given mesh. When my 'hero' mesh isect'd with that sphere collider we would have aggro. But in CS the sphere collider will actually cause complete collision.

What is 'aggro'? But in any case, an object which is fully enclosed in the sphere will not hit the sphere. Only when the object crosses the sphere surface is there a hit.

By 'aggro' I mean a certain distance or criteria where the enemy notices me and therefor begins attacking.

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taking the EnemyEnd-EnemyStart vector and multiplying that with some factor

sound promising, I'll try that as soon as I can!

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Only when the object crosses the sphere surface is there a hit.

This is actually the way I though about it originally but say: I spawn an enemy mesh which has working collision detection. Then I want to place this sphere around it to test collision against my hero player but not the world. There isn't a way to do that right? The sphere is effectively the whole collider, world and all?

This is actually the way I though about it originally but say: I spawn an enemy mesh which has working collision detection. Then I want to place this sphere around it to test collision against my hero player but not the world. There isn't a way to do that right? The sphere is effectively the whole collider, world and all?

You can create a new collider for that sphere but not make a csColliderWrapper. i.e. keep the collider private to your own code. Then the basic collision detection system will not know about the sphere and you can use that collider to test individual collisions with the hero player alone (ignoring the world). This is not that hard to do. It involves directly using the iCollideSystem interface.

It compiles fine, but throws errors in the opcode files when the app tries to run. I've searched through the test app's and didn't find any use of iCollideSystem::Collide() in anything. I've also tried all sorts of casts and what not too.